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Nicolas Seriot (Hacker News, Reddit):
The core Unicode algorithms (normalization, casing, bidi, collation) are deliberately bounded, but UTS #35 transliteration rules, under their natural unbounded semantics, are not. This is a result I havenβt found published before.
These rules ship as locale data in ICU, the Unicode library shipped in operating systems, browsers, runtimes, and databases. Whether a given rule file terminates on a given input is undecidable.
[β¦]
To prove UTS #35 universality, we compile 2-tag systems (Post, 1943), a model proven universal (Cocke & Minsky, 1964), into transliteration rules.
[β¦]
Transliteration rules were designed to turn βΓ©β into βeβ. Three lines of them can compute the Collatz function.
Inspired by this, I tried creating an implementation that βsolves #Sudokuβ using only UTS#35 transformation rules π
Previously:
I dove into Big Walk with no expectations at all. Iβd seen trailers leading up to the launch and knew that it was a co-op puzzle game from House House, the makers of Untitled Goose Game, but that was about it. And because most of my gaming is done solo, I initially tuned out most of the gameβs post-launch headlines. Still, Big Walk is published by Panic, which has a great track record for finding and publishing great indie games, so I decided to give it a try earlier this week. And you know what? I love it.
Big Walk is about as low-key as a puzzle game gets in the best possible way. Co-op is the only mode, so youβll need to coordinate a time to play it with a friend or group. One person takes the lead, setting up the session and inviting the others. The process is far simpler than trying to find a time that works for everyone in your group.
As players join, youβre dropped into a space to wait for the others and explore a little. This lobby space is where youβll learn the gameβs controls, too. Big Walk supports keyboard and mouse input as well as a controller, which is what I used, playing on an M4 Max MacBook Pro.
Once you get your bearings, itβs time to exit the lobby and start exploring. That exploration is core to what Big Walk is all about. You arenβt told what to do, but there are just enough clues to push you forward, figuring out the goals on your own without too much trouble.
I played using AirPods Pro 3, and the game made great use of their mics and speakers, simulating the environments we were in. Closed spaces were echoey, and speech was distant and faint when we were separated. Sound even becomes part of the mechanic in some puzzles, such as an early one where you have to look through an open window to hear each other properly and help guide the other playerβs actions.
That cooperation is the key part of the gameβs loop. You may see how to solve Big Walkβs puzzles on your own, but implementing the solution will require you and a companion to work together.
The togetherness of it all extends beyond the puzzles, too. Big Walkβs environment (at least in the early stages) is mountainous with large rocks and trees that make it possible to get separated from others. Add to that day and night cycles where itβs almost impossible to see where youβre going at night without a light, and you have every incentive not to wander off on your own without a plan for how to reconnect.
Iβve played through Big Walkβs first couple of sections, and it was a blast. The puzzles were clever and challenging without being frustrating, but most of all, I enjoyed working through them with someone else. Thereβs no time pressure or monsters lurking around corners β just puzzles and a chance to chat.
Ultimately, thatβs what makes Big Walk work. Itβs a good hang built against the backdrop of a beautiful landscape and low-key, fun challenges. I highly recommend giving it a try.
Big Walk, which supports crossplay and 2β12 players, is available on the Mac App Store for $14.99. The game is also on Steam, the Switch 2, and PS5.